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Can charisma be something more than just dump stat?
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<blockquote data-quote="ExploderWizard" data-source="post: 4778090" data-attributes="member: 66434"><p>I kind of like the way Pendragon deals with the issue by not dealing with it at all. Physical attributes get stats, all mental qualities must be provided by the player. If a dull player wants to be a witty charismatic scoundrel then he better be a hell of an actor.</p><p> </p><p>I'm a big fan of players putting forth the effort. If a player isn't the most charismatic person in the world, but thier character is supposed to be, what I want to see is a good faith attempt. That, plus a good skill/stat will get the results. Just rolling and mumbling " I use diplomacy on him" sucks.</p><p> </p><p>As a rule this means that I do like to take skills/stats of the character into account but not without any player input at all. If the character has a great stat/skill then whatever they come up with will be seen in the most favorable light. If the character has an average stat/skill then the player's reaction should stand largely on its own. If the character has a terrible stat/skill then the player's input will be taken in the worst possible light. </p><p> </p><p>As far as balancing combat and non-combat abilities, there is no reason that this isn't possible in a roleplaying game. Roleplaying should not have to be put on pause during combat encounters.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4778090, member: 66434"] I kind of like the way Pendragon deals with the issue by not dealing with it at all. Physical attributes get stats, all mental qualities must be provided by the player. If a dull player wants to be a witty charismatic scoundrel then he better be a hell of an actor. I'm a big fan of players putting forth the effort. If a player isn't the most charismatic person in the world, but thier character is supposed to be, what I want to see is a good faith attempt. That, plus a good skill/stat will get the results. Just rolling and mumbling " I use diplomacy on him" sucks. As a rule this means that I do like to take skills/stats of the character into account but not without any player input at all. If the character has a great stat/skill then whatever they come up with will be seen in the most favorable light. If the character has an average stat/skill then the player's reaction should stand largely on its own. If the character has a terrible stat/skill then the player's input will be taken in the worst possible light. As far as balancing combat and non-combat abilities, there is no reason that this isn't possible in a roleplaying game. Roleplaying should not have to be put on pause during combat encounters. [/QUOTE]
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